@AndrewYemets

VR Unreal Engine Engineer | Unreal Engine 5 VR Developer | Creator of Head Mounted VR Plugin |

Joined June 2022
Andrew Yemets retweeted
Announcing: New @Steam Hardware, coming in 2026: Steam Controller Steam Machine Steam Frame Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
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Andrew Yemets retweeted
Watch what some of your favorite VR Influencers like Naysy, GingasVR, Matteo311, jBahr, Fix My Oculus, Circitz & Atom Bomb Body have to say about the ODT 1
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Andrew Yemets retweeted
Valve's Standalone XR Headset 'Deckard' Reportedly Launching This Year at $1,200, Leaker Claims See more 👉roadtovr.com/valve-deckard-r…
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In our latest Head Mounted VR 3.0 DevLog, we’ve updated the VR grab system in Unreal Engine 5, introducing a more intuitive and efficient workflow for developers.
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Leveling up gunplay in Head Mounted VR 3.0. Just migrated legacy particle systems to Unreal's Niagara. 🔥 Next up: Reworking all surface impacts, muzzle flashes, smoke trails etc. #UnrealEngine #indiedev #gamedev
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Speeding up the development and keeping everyone informed. I hope that this format will provide an engaging and insightful experience for everyone to follow along with the progress.
Check out the first devlog video for Head Mounted VR 3.0! Upcoming features for our Unreal Engine 5 plugin are: New VR Hand Collision, Primitive Snap for Grab Component, Auto VR Hand Orientation, Multiple IK Presets and More! youtu.be/X579BHd2r18?feature… #VirtualReality #GameDev
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New VR Hand Collision method which relies on Physics asset only. It’s something Unreal Engine should provide by default, but fine, we'll do it ourselves.
Just implemented new VR Hand Collision method to Head Mounted VR 3.0 plugin. Now it’s possible to switch between physics asset and component based collision. Obviously physics asset collision is more performant than component one. Old method will be still available for couple of next versions.
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Just implemented new VR Hand Collision method to Head Mounted VR 3.0 plugin. Now it’s possible to switch between physics asset and component based collision. Obviously physics asset collision is more performant than component one. Old method will be still available for couple of next versions.
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Andrew Yemets retweeted
Source 2 is a reminder of the path not taken.
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While looking into the Half-Life: Alyx files, I noticed that the fingers don’t use capsule shapes for collision. Instead, Valve’s developers used sphere collisions on each fingertip. The animations are so smooth that you can’t even tell.
VR Hand can now auto-correct its position towards surfaces, allowing for both static and grabbable objects. While most Unreal Engine projects primarily rely on physics, this feature helps to create a smoother and more refined experience.
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VR Hand can now auto-correct its position towards surfaces, allowing for both static and grabbable objects. While most Unreal Engine projects primarily rely on physics, this feature helps to create a smoother and more refined experience.
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Head Mounted VR 3.0 is going to be a huge update, so we’ll likely share development updates to keep you informed and avoid silence.
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VR Hands now support multiple IK presets for various grab scenarios. I’ve also started developing a new type of finger IK—still in its early stages. #UnrealEngine #VirtualReality #HeadMountedVR #gamedev #indiedev
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Improving the grab component. Now featuring circle, cylinder, plane, and axis snap for precise and intuitive object interactions in VR. #UnrealEngine #UE #VirtualReality #HeadMountedVR
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Andrew Yemets retweeted
Valve getting ready for those third party SteamOS handheld demoes at CES 😋
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